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Locusts Still Terribly Underwelming
#1
Posted 06 February 2014 - 05:55 PM
-Not even the fastest mech in the game
-Cannot outrun a torso-mounted ac20 insta-death shot at close range
-the simple act of running damages your paper-thin armored legs, no jumpjets to soften landing
-virtually every other mech has better weapon loadouts
Did PGI just forget about balancing this mech?
Possibilities to fix:
-at least make it faster so it can actually dodge weapon fire
-more armor in legs
-less prone to fall damage(in training grounds I managed to snap off my own legs within 6 minutes with fall damage)
-smaller hitboxes
What would you guys think would help balance this mech?
#2
Posted 06 February 2014 - 06:06 PM
-Leg armour increased to 20 on all variants
-Variants LCT-1V & LCT-3S max engine size increased from 190 to 195
Finally this isn’t a change to it technically but the rate of a Locust’s acceleration is actually faster than you will throttle up when pressing the W key. This means nearly everyone piloting one is missing out utilizing its full acceleration potential unless they work in using the set throttle to 100% bind effectively. This needs to be fixed.
#3
Posted 06 February 2014 - 06:07 PM
#4
Posted 06 February 2014 - 06:10 PM
Arc Viper, on 06 February 2014 - 05:55 PM, said:
Welcome to the engine cap (in closed beta) because MWO hasn't applied a Cryengine upgrade to fix this.
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Welcome to the life of a light, especially the Lolcust.
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It's admittedly backwards in MWO.. light mechs take silly leg damage... Assaults, not so much.
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Well, that's an understatement, but remember it is 20 tons.
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Yes.
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See my engine comment.
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TBH, there was "some" talk about adjusting internal armor, but nothing came of it yet.
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Indeed.
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That wouldn't be fair... better to adjust the mech's legs and then the hitboxes to go with it.
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If you were to ask me, swap out 2 missile hardpoints and replace that with 2 energy hardpoints in the 3S. Seeing people trying to stuff 4 SRMs is asking for trouble, so swapping for lower tonnage alternatives makes a lot more sense. It'll probably make the Locust-3S a mini-Raven-3L, but at least giving it a chance to be more useful.
#5
Posted 06 February 2014 - 06:10 PM
- Less likely to get falling damage (adust other lights to be more resistent as well)
- ECM in one or all 3 variants
- More module slots (will matter more when there are more modules as well)
- Some kind of null sig
Could possibly be a module or a piece of equipment you can put on any mech, or innate to the chassis itself. I imagine this as behaving like ECM but only for the locust mech in question in that you have to be in close range to get targeting data (270m? without sensor boosts and locks take 50% longer to lock?)
The Locust should be used for scouting and spotting so enhancing it's ability to do that is what the goal should be. In a fight, it should be on par with a Commando.
#6
Posted 06 February 2014 - 06:11 PM
I really think once tonnage limits come in they will find a niche, but they will always be paper mache soft.
#7
Posted 06 February 2014 - 06:11 PM
Arc Viper, on 06 February 2014 - 05:55 PM, said:
-Not even the fastest mech in the game
-Cannot outrun a torso-mounted ac20 insta-death shot at close range
-the simple act of running damages your paper-thin armored legs, no jumpjets to soften landing
-virtually every other mech has better weapon loadouts
Did PGI just forget about balancing this mech?
Possibilities to fix:
-at least make it faster so it can actually dodge weapon fire
-more armor in legs
-less prone to fall damage(in training grounds I managed to snap off my own legs within 6 minutes with fall damage)
-smaller hitboxes
What would you guys think would help balance this mech?
I've Mastered all three as well. They are not my favorite mech, but I had fun with them. As to no reason to take them, once tonnage limits are in they will have a place. Also 2 AMS can be useful, and now we have AMS range modules to boot.
Faster: Unless I am mistaken the speed limit is on hold until they work out some code issue related to speed.
More armor: Almost all, if not all, mechs have the TT armor, doubled due to weapon fire rates. So doubtful this will happen.
Fall damage: same as other mechs, they just have less. Stop jumping off cliffs except to dodge weapon fire.
Hitboxes: They are leggy mechs, not much to do here.
Or given you've mastered them, sell the two you can and move on.
#8
Posted 06 February 2014 - 06:14 PM
If the game delivered on all the design pillars that were promised in the beginning, there might be ways for Mechs like the Locust to be important on the battlefield without being fast and fragile brawlers/skirmishers that they are today.
Don't hold you breath though...
#9
Posted 06 February 2014 - 06:20 PM
#10
Posted 06 February 2014 - 06:24 PM
![Posted Image](http://i.somethingawful.com/u/elpintogrande/may11/btech/btech4.jpg)
#11
Posted 06 February 2014 - 07:07 PM
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/wacko.png)
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I don't know, Death. At least the 3S can mount decent weaponry. With the 1V, all you get is MGs and a Large Laser. Either or both having ECM would be nice, though.
Edited by Trauglodyte, 06 February 2014 - 07:09 PM.
#12
Posted 06 February 2014 - 07:23 PM
The most legendary story about a Locust is that a guy with a single man-portable rocket was enough to make one surrender.
(Of course, he did go on to found the Grey Death Legion, but hey.)
It's the smallest thing you really can call 'Mech on the battlefield. It's only virtue is that it's better than no 'Mech at all.
#13
Posted 06 February 2014 - 07:27 PM
#14
Posted 06 February 2014 - 07:40 PM
In the BT universe, you have a bonus that makes it harder to be hit the faster you go and if you continue movement. However, in a game like this where players can control when and where they fire the weapons, with no 'random' aspect of it(as there shouldn't be in a game of this style), there is a learning curve where people will be able to achieve the firing skill to be able to reliably hit faster mechs. Since you no longer have the random element where speed provides a modifier to make it harder for the random element to land, front loading damage with weapons like the PPC and AC's prove exceptionally deadly with a sufficiently skilled group.
This will remain a problem as long as they keep weapons that have the ability to apply full damage on initial contact.
#15
Posted 06 February 2014 - 08:26 PM
#16
Posted 06 February 2014 - 08:30 PM
he is just too light to be good...
that was allways the case and will allways be the case.
And I don´t think that it has to be ballanced.
perhaps you could give the locus pilots c-bills bonus?
#17
Posted 06 February 2014 - 09:03 PM
Hardes13, on 06 February 2014 - 08:30 PM, said:
he is just too light to be good...
that was allways the case and will allways be the case.
And I don´t think that it has to be ballanced.
perhaps you could give the locus pilots c-bills bonus?
Allow it higher speed and make it so that you cant instantly do 20+ damage to a single point and it will become more useful.
#18
Posted 06 February 2014 - 09:04 PM
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
#19
Posted 06 February 2014 - 09:50 PM
#20
Posted 06 February 2014 - 10:26 PM
The bigger issue is the lack of weight limits.
A jenner is nearly twice the size of a locust, as are all the other "top" teir mechs.
Locusts and commando's are prefectly fine, but their only downfall is their own weight.
Both of them are excellent "weapons platform" mechs compared to other mech's like the Flea. And they all do admirably well when you take into concideration their weight, but this means nothing in an unrestricted weight game.
When taking a 35 ton mech means you can't take a highlander or heavier drop deck, you will start to see people appreciate the locusts more. But till that time, they are always going to come up short.
It doesn't mean we have to change anything though. Weight limits are coming in 3 months, Once people have to star accounting for their weight, good locust / commando pilots are going to be much more helpfull to the team as a whole.
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